Age of Empires II (2013)

Age of Empires II (2013)

The Wrath of Genghis Khan
58 Comments
Rook  [author] 17 Feb, 2020 @ 12:58pm 
double :/
oniricul 17 Feb, 2020 @ 11:07am 
well some maps use immobile units ai because they are made for singleplayer
Cihangir Akkurt 17 Feb, 2020 @ 9:55am 
It is mp, but some of those maps do have standing armies without immobile units ai. I just wanted to point it out
Rook  [author] 16 Feb, 2020 @ 9:58am 
:/
oniricul 16 Feb, 2020 @ 4:39am 
because its a multiplayer map not a singleplayer one..
Cihangir Akkurt 16 Feb, 2020 @ 2:30am 
AI goes everywhere, they dont stand their ground. Jurchen army was all over the map even before my army arrived.
Rook  [author] 30 Oct, 2019 @ 8:22pm 
Oh wow, nice catch! That was indeed a bug as the own fewer objects condition trigger had a misleading area set to its spawn tile. I fixed it and updated the new version. Thank you so much!
mrk_ck 30 Oct, 2019 @ 8:34am 
anyone noticed a bug with the mongol unique spawn anyway? the khesig seem to just keep spawning past 10 without limit
Rook  [author] 29 Oct, 2019 @ 7:20pm 
Fair point. I was thinking of removing the unique unit spawn for the Mongols entirely. Either way, duly noted. I will make adjustments eventually.
The Mongol Khan 29 Oct, 2019 @ 10:04am 
with red if u will loose your castle and u will loose acces to your uniq unit wich sucks and u loose your vils in that safe space near tent,mongols should get that cav unit if they build red s sedcond castle near green s land
Rook  [author] 28 Oct, 2019 @ 7:24pm 
Thanks for the feedback boys, will be updating the new version with those changes when I have time.
N I L E Z 26 Oct, 2019 @ 7:29pm 
I agree yellows special units are very weak compared to everyone elses.
The Mongol Khan 26 Oct, 2019 @ 7:00am 
yellow needs stronger special unit like heavy song infantery
oniricul 26 Oct, 2019 @ 2:46am 
this would make it more dynamic and also let players breathe for a bit as they dont get every relic.
oniricul 26 Oct, 2019 @ 2:45am 
rook id say instead of a set relic spawner id say add a random relic spawner, that spawns a relic each 20 minutes to a random player.
Lightning_strike97 25 Oct, 2019 @ 11:39pm 
I also agree with increasing the relic count require for victory.
N I L E Z 25 Oct, 2019 @ 9:22pm 
There is no problem with teal turtling last game I was Japan wrecked Teal and won. I think this is a good addition because Korea and Japan can actually win now. The Mongols are already very strong tons of free units tons of res from razes and are 2 players that can work together. I do think the relic win count should be 6 now for all players since there are so many more relics around.
Rook  [author] 24 Oct, 2019 @ 4:05pm 
I’ll have the mongols start in castle age, for now, to see how it affects the overall gameplay. I want to test the waters before drastically changing anything. It still is a fantastic idea, thanks.
oniricul 24 Oct, 2019 @ 4:13am 
ive come up with a few quick ideas for the mongols to maybe make em stronger:
give em post imperial age start, that makes up for their delay in eco and lack of cities, cuz rn it takes so much to get all the techs as mongols that u need
or make everybody maxed at castle age and let mongols start in the imperial age, so they atleast have a military advantage.
the problem with mongols is that they are on the same tech level as everybody, annnnnnnnnnnnd they have a huge delay in terms of eco, as you get to full villager numbers at 20-30 minutes and a possible continous production of units at 30-40 minutes, while the other players have cities and a few tcs to start with.
oniricul 24 Oct, 2019 @ 4:08am 
imho teal relic spawn makes it even worse, cuz they have no need to attack anybody if they got their own relic spawner and can just turtle, and considering their resources they will be able to hold. id suggest moving away from a relic victory and just give a set victory, it would work much better than relics and actually give players a guideline to follow
Rook  [author] 23 Oct, 2019 @ 8:27pm 
Hi andi, I’ll try to address the issues and respond to your comments directly in a consecutive manner. So the reason that I decided to give teal a relic spawn was to stimulate other players to team up and gang up on teal instead. Since everyone except the Mongols has a victory condition of collecting five relics, we surely do need to give other players incentive to attack each other. The only plausible solution I could come up with was to give a secondary relic spawn to teal.
Rook  [author] 23 Oct, 2019 @ 8:27pm 
As you mentioned previously in your comments, teal is overwhelmingly powerful and gains the most resources overtime from its four wealthy cities. Mongols’ priorities have always been attacking red and yellow since they are an immediate threat. But what about Korea and Japan? It also makes it possible for green and purple to get access to those relics because I have never seen orange sharing them. Instead, I see orange fortifying from the rest (tower spamming) and wait out for 2 hours for the relic victory while all of its neighbors are busy fighting the Mongols.
Rook  [author] 23 Oct, 2019 @ 8:27pm 
Players should revolve around relics. That is my take for this particular map. I have already implemented some of your suggestions such as removing military taxes for the Mongols entirely and decreased the timer for their spawn. I also gave them a unit spawn at 15 minutes. My strategy as the Mongols would be to target the buildings outside their city walls to gain extra resources and box them in. However, if everyone decides to jump in and annihilate the Mongols with no apparent reason, then they should be utterly destroyed. No one should be able to withstand such rampage. Anyways, feel free to leave me more comments on how you would improve the Mongols. Ciao.
oniricul 22 Oct, 2019 @ 8:51am 
4. no need to buff the other players, p5 is already super strong and giving them a relic spawn just made it worse, the fact that there is no incentive to have the various chinese dyansties fight each other takes away from the element that made the mongols succseful: the weakness of the government and the fragmentantion of china.
so ye i hope you fix some of this stuff, cuz right now the mongols are pretty much dead by 30-45 minutes, except if they are in capable hands, then you can survive but wont be able to do much.
i thought this map was named wrath of genghis khan, but when everybody fux you up, i dont see it living up to the name
oniricul 22 Oct, 2019 @ 8:51am 
i am probably one of the best diplomacy-scenario player that is continously playing, and i can tell you 100% that mongols are underpwoered, not even skill can save you because:
1. you do not have the tools to overpower other players, other players have strong defenses suplemented by strong siege (koreans) or terrain (japan)
2. your eco is constantly lagging behind because lack of geographical defence and the fact that it takes so much time to max the vill limit
3. everyone gangs on the mongols
Rook  [author] 21 Oct, 2019 @ 10:46pm 
New update (2_0_1)! I gave some additional bonuses for red and yellow in case they were getting beaten hard by the Mongols. Yellow can cement an alliance with teal same way he did with red. Red can flee to the southernmost city if the capital should fall while the emperor is still alive.
Rook  [author] 21 Oct, 2019 @ 10:14pm 
Very calculative of you, nilez. I guess you could say that.
N I L E Z 21 Oct, 2019 @ 6:27pm 
Is the timeframe of this map like 1 year every 2 minutes?
N I L E Z 21 Oct, 2019 @ 3:48am 
Yes very wise move, now you can win as Japan!
Rook  [author] 20 Oct, 2019 @ 7:00pm 
I added a secondary relic spawn in teal’s capital. That should spice things up! :steammocking:
Rook  [author] 20 Oct, 2019 @ 1:13pm 
Thanks to nilez and lightening, I added a new set of triggers to help purple and orange survive longer. Purple can bring his prince to the military camp to boost the stats of Daimyo. Orange receives 20 warrior monks for every 20 conversions up to 100 units.
Rook  [author] 20 Oct, 2019 @ 12:02pm 
:steamfacepalm:
Lightning_strike97 20 Oct, 2019 @ 10:46am 
1_0_5. And the host played Subotai in one of those games, and neither of the Mongols ever touched me when I played Tibet.
Darth_Nox 20 Oct, 2019 @ 10:20am 
Which version did you play Lightning? And be aware, mongols will always require someone who actually knows how to play, there is no way around that.
Lightning_strike97 20 Oct, 2019 @ 8:38am 
Japan is already strong enough and have a fantastic defensible position - heated shot castles are just unassailable that close to the coast. Mongols on the other hand.... both games I've played so far, their initial army (which is way, way weaker than the Tangut and Jurchen free hero armies) gets defeated within minutes and then they just sort of hang about for the rest of the game. They're jut not a threat.
Fake 20 Oct, 2019 @ 2:26am 
woah nilez das gay
N I L E Z 20 Oct, 2019 @ 12:38am 
네, 저는 구글 번역을 사용할 수 있습니다
Rook  [author] 19 Oct, 2019 @ 5:20pm 
あなたはそれについて確かですか
N I L E Z 19 Oct, 2019 @ 4:43pm 
Ideas to make Mighty Nippon Empire more fun to play and actually winnable as.
1. give them start transport
2. change their win condition to conquer Korea and own all the coastal cities in china
3. allow them to exchange a relic for 15-30 elite samurai (repeatable)
4. give them a Bonzai charge mechanic
5. a slightly larger ship max for japan
6. add some fish around japan
Rook  [author] 19 Oct, 2019 @ 2:31pm 
I decreased the spawn timer for Kheshig (blue and grey). That might do the trick.
Fake 19 Oct, 2019 @ 2:28pm 
all of you fucking crying
THEY CAN
JUST DONT HAVE NOOB MONGOLS 11
Rook  [author] 19 Oct, 2019 @ 1:18pm 
Hi Vlad, we are still figuring things out and determining whether the Mongols need more buffs to increase their chances of survival. It seems like everyone hates them. By the way, did you mean to say, love? Thanks for the comment, much appreciated.
Rook  [author] 19 Oct, 2019 @ 1:07pm 
muchas gracias, FREDERICK!
The Mongol Khan 19 Oct, 2019 @ 12:24pm 
stil unbalanced,but i live this map
The Mongol Khan 19 Oct, 2019 @ 12:22pm 
mongols can't hold againts 5 players with that shitty special units like song heavy infatery
The Mongol Khan 19 Oct, 2019 @ 12:16pm 
UNBALANCED AS FUCK FOR MONGOLS
Rook  [author] 19 Oct, 2019 @ 11:02am 
The Mongols do have bunch of different bonuses to help them get the upper hand. They also get resources every 15 minutes up to 1 hour in case they were struggling to capture a city. They get spies for free at some point. And their unit spawn cannot be ignored. We’ll see. Thanks again for letting me know. I will make adjustments at some point.
Rook  [author] 19 Oct, 2019 @ 10:52am 
Hey, thanks for the feedback. I also thought that the Mongols were a bit underwhelming when they shouldn’t be. However, It wasn’t my intention to have the game turn out to be Mongols vs all. I find this disappointing since historically, the enemies lacked unity and refused to send help when they were fighting the Mongols. Western Xia gets brutally beaten by the Mongols while the Jurchens cowardly hides behind their walls. And when the Mongols were attacking the Jin dynasty, the Song emperor supports the bloody Mongols. I still think your reasoning is valid and therefore I removed the military tax for the Mongols completely. I also added a secondary unit spawn at 15-minute mark and gave them 200 pop at start since I found building houses in the middle of nowhere extremely annoying. Their nomadic lifestyle is now slightly more justified.
FREDERICK 19 Oct, 2019 @ 9:51am 
un juego muy bueno y con muy buenas estrategias
oniricul 19 Oct, 2019 @ 1:43am 
ldr: mongols arent strong in any aspect, be it military or economy, you barely have any resources, your spawns give you shitty units, your enemies have access to the same technologies you have access to, so there isnt a single advantage for the mongols which need to kill 3 of the players to somehow win, and most players need to kill them to get their victory condition